Thursday, May 26, 2011

InWorldz is now running on the Brand New, made for InWorldz, Phlox Script Engine & so far we personaly havent found any problems with it, but are aware tranq & the team are running about doing any fixes needed ;) Here is the list, by Jim of what has been fixed on this roll out...

I'm getting asked if this fix or that fix is in this update, and since the previous list wasn't final and a few more changes have been made since the beta list, and since the other was lost in the middle of that Phlox thread, here is the final list of changes in the R1070 "Phlox" rollout upgrade that has been applied grid-wide in the last 24 hours:

Reliability and Performance
- The latest and greatest Phlox implementation, many performance, functional and compatibility changes applied, including a few final ones beyond the most recent beta run.
- Inbound HTTP is now supported.
- Attachments are now supported in group notices.
- Fixed the incorrect filtering of newline characters that was rearranging profile comments, notice text and other multi-line text fields.
- Avatar jitter/bounce while standing should be greatly reduced and in most cases eliminated.
- Small changes to position no longer affect avatar velocity so that the avatar won't drift.
- Disabled accidental movement of prims caused by applying grab events to non-physical objects. Should fix some unexpected "cracks" between prims.
- Fixed timestamps on object "Inspect" operations. (e.g. Fixes "1969" dates on Inspect lists.)
- Reliability fixes (concurrency issues between threads) for some cases of region crossings and inventory transfers.
- Fixed an exception that would always occur if an unlink was a partial unlink (i.e. one that required a link of the remaining prims). This fixed Mantis #702 where unlinking one prim from a link set would result in the full unlinking of the all prims in the link set.
- On an owner transfer, the default click action is now set to to Touch if it was set to Buy Object and it was not for sale (for all child prims as well as the root prim).
- Problems with objects being "partly" locked should be fixed. This problem caused a user with mod permissions to be unable to clear the "Locked" status in some cases.
- An object's "Locked" status is now cleared on an owner transfer.
- Fixed a bug introduced in rev 852 which was a bit overzealous in fixing the fake "locked" bits for Next Owner permissions as well as the current owner. The "locked" bits should not apply to next owner. The result was that a Take and a rez would result in modify being enabled for next owner even if it was disabled in the Inventory item. This bug did not make it to the main grid except on the birthday test regions.
- Fixes camera and also other cases of strange positioning on region crossings.
- Fixed a crash that could occur when there is a timeout authorizing an incoming agent, and increased that timeout.
- Negative responses for sim information queries are now cached to prevent lag when riding along a sim edge.
- New debit requests now correctly always pop up the permissions dialog regardless of if it's granted or not already.
- Fixed edit mode selection for singles, groups and coalesced objects.
- Fixed region crossings to avoid being recognized as attachment adds.
- Improved the error handling for communications between the messaging and user servers.
- Buy operations on objects that you own, or someone else owns, have been improved both in terms of usability (error messages) and security fixes.
- Fixes to the criteria used to send object properties to a viewer.
- Users missing an inventory skeleton no longer cause an exception.
- Fixed an issue where changing the shape of a prim incorrectly removes the prim from the physics actor dictionaries. (Also Mantis #825 and at least 1 other bug report.)
- Many inventory operations and other packets are now asynchronous.
- Added a second class of fire and forget pool for long IO operations.
- UUID name requests and attachment rezzing are now asynchronous.
- Control events are filtered to avoid spew caused by the client sometimes sending excessive control packets to the server.

Scripting
- Fixed llEdgeOfWorld() to avoid requiring DNS lookups.
- Fixed llEdgeOfWorld() to correctly determine which of the four region edges a direction points to, returning whether or not there is a neighboring region across that edge, or end of world, regardless of the position and direction specified.
- Fixed llGetAgentInfo() to include AGENT_WALKING when an agent is moving and AGENT_ALWAYS_RUN is set (i.e. when an avatar is running).
- Fixed llAvatarOnSitTarget() to return the agent sitting on the prim that the script is running in, if that prim has a sit target set and an agent sitting on it. (Previously it returned the root prim's status if it also had a sit target, even if there was no longer a script there and no agent sitting.)
- Fixed a breakage in llGetTime()
- Fixed llRequestAgentData() to return 0 for DATA_ONLINE if the user does not exist
- Added full support for touch() events.
- Fixed the return values for llDetectedTouchUV/llDetectedTouchST() in touch_end events (Mantis 771).

Sunday, May 22, 2011

Immortal Legions is a game similar to Bloodlines, but not as intrusive. The Creator Zen Gloom, developed this game for Inworldz, keeping in mind all the things people did not like about Bloodlines. He has gone far beyond what Bloodlines has to offer, IMHO... Immortal Legions is a hud you can purchase at a very reasonal cost.. there are bloods for all kinds of Avatars... Fae, witch, demon, vampire to name but a few. Once you wear the Hud you can hunt other Hud owners, have combat with them, destroy them.. it has so many functions to it. Now where some Residents did not like the idea of Hud owners being able to bite/gain energy from any Resident not wearing a Hud, without their knowledge, others recognised that You just cant have it both ways. A none player being bitten, has no knowledge of it, they dont get a pop up note telling them thay have been bitten, their name does not go into any data base.. it is just a means for Hud owners to recharge their meters, so they can continue play.

We know Bloodlines has given the whole vampire game play a bad name, most Residents you talk to, hate it with a vengeance, but Immortal Legions is different to bloodlines & has removed all the 'bad' things about bloodlines that players did not like. We really do think this Game should be given a chance & the Creator should be Applauded for His efforts.

We met Zen Gloom, the creator on His 1st day in Inworldz, we were building up our Gor Sim & he landed right in the middle of the Market. We offered Him space to sell His creations, as he did them & a Home for him & his girls in the Slaver House, as he then took on the Role of Slaver, but He did so much more than that... He helped us to build up the Regions, he brought new Residents in for Gor & we could soon see He was a very good creator. His 1st project was the Gorean Combat Meter & he developed a way for Residents to have Combat without the need of Physics. He also made the weapons to go with it... all can still be purchased i believe at His store on Pisces. Immortal Legions can be found on Major bay.

We do hope Residents will at least look at this game with an Open mind & not dimiss it out of hand because they think its Bloodlines. These Huds & there are many for any type of Role Play you can imagine, they can really enhance Your role play because they are so much more that what Bloodlines ever was.

Friday, May 6, 2011

Players = Residents who do not create & prefer to purchase goods in a VW

Creators = Residents who love to create & mainly Create for their own needs Merchants = Residents who create & sell their wares to the VW

Presently we seem to have more Merchants & Creators InWorldz than we do Players, that has nearly always been the case Inworldz... However Merchants & Creators can be Players too & InWorldz, amongst the majority of residents, you do seem to find Creators & Merchants supporting each other. I think that is what makes Inworldz Unique!

However there are the exceptions.... A Merchant who thinks they are being copied just because another Merchant produces something similar, or has the same idea & produces something very disimilar, but along the same lines, so Merchant One goes out of their way to make cruel jibes against Merchant two. Fortunitly it doesnt happen often, but it does happen, as we can vouch for having been targeted by such a Merchant.

Merchants & Creators are in the Many in InWorldz, you are bound to get similar looking items, same as You do in SL... We each put our own personal stamp to our products, at least I hope we do. Not long ago when we were still new some newer Merchants were using Template productions, so there did seem to be a lot of the same fashions around at that time, but we have grown since then & so too I would hope have the talents of the Creators who used templates, in the beginning. We all have to start somewhere...

The Beauty of InWorldz is that its a Creators Paradise... No upload fees, so no real overheads except your own space, which is so cheap... it can be as minimal as you can afford, even free in some Regions. New Residents come to InWorldz & suddenly find themselves Creating, perhaps for the very 1st time, even if they have been in SL for many years beforehand.

I believe as we grow we will find more & more of the Player Residents coming to InWorldz especially when Phlox & Physics are added to the grid, which isnt that far away now.... We have come a long way & InWorldz is such a Nice friendly grid that we simply cannot fail...

Welcome to ICR!!

This blog will be the new home of ICR having moved over from ning... W/we welcome all interested parties of Inworldz Please view the Flickr which contains photos of Inworldz almost from its conception to present day.. if you have a blog, please follow us.. Thanks for your time ;)

Virtual News

InWorldz Road Map

As Posted by TranqTo be as open as I can. Here is our short term roadmap for you to follow

Very Near Term (1 wk)- The website ~ DONE- An important and exciting announcement- More simulator fixes and enhancements. Continuing bug fixes

Mid Term (1 - 2 mo)- Asset system software upgrade (bunch of goodies here to make things more reliable and scalable)- Initial release of PhysX based world physics (probably avatar movement and combat type physics)- Scenic sim rules and automation put in place- More back end database work